Arelith Updates!

Twohand
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Re: Arelith Updates!

Post by Twohand »

From Twohand

CORDOR

  • Sergeant Reginalli has died during the events of an ongoing storyline. Now, to turn in bounties, characters should speak with the Bounty Hunter in the Northern Outskirts, near the Custom House.

BROGENDENSTEIN

  • The skeletons in the catacombs have been replaced with actual dwarven skeletons.
    • New models were made by Tiberius Morguhn with their 'More Undead' mod available in the Neverwinter Nights Vault.

MYON

  • Following the recent conclusion of a storyline, a new NPC has appeared in the Twilight Grove near the Great Tower.

UNDERDARK

  • Because people could get stuck in the area, the gondolier in the Dark Bazaar no longer charges for his services.

MISC

  • Whale Oil and the items sold in the Sluice Gate's Boneyard can now be stored inside hunting bags.
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Re: Arelith Updates!

Post by ActionReplay »

Some updates for the newly added ship grid:

  • Lowered Voyage XP (As travelling through quadrants is faster now)
  • Updating NUI Ship Status differently (Experimental, hopefully you don't have to type -ship to refresh now)
  • No NPC enemy encounters if you have furled sails (For those times you need a break)
  • The sea map has been updated, typo fixes and location fixes, as well as updating region CR to more fitting values, lowered ship encounter rate
  • Ship Rental duration has been doubled
  • Shadow Shroud region made even darker
  • External Voyage (Skal or Sibayad) time increased
  • An experimental fix added to avoid TMI errors when there's heavy ship usage.
  • A bunch of bug fixes
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Re: Arelith Updates!

Post by ActionReplay »

Next reset:

  • Shout distance from Ships increased by 1 Tile (Same distance now as when you can engage other Player Ships)
  • Fixing some broken Sencliff Quests
  • Scrying on another ship will no longer change the Sails Score of that ship (Which in itself was a way to detect scrying)
  • Added a Shipwright To Brog's docks
  • Now with faster movement on the map using the spyglass may not be as efficient or fast enough;
    so spotted ships will now have more info displayed from the helm automatically such as their heading and their position from you as well as their sails state.

For instance:

"Spotted the Sea Leopard north-west of us, bearing south-east. They are at full-sail and are flying a merchant flag".

Changing direction or sails state will now also broadcast this change to nearby ships

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Re: Arelith Updates!

Post by Twohand »

From Twohand

CORDOR

  • The upper floor of the Custom House now uses the Guard Headquarters key instead of the Flagship's.
  • In the Custom House, Lieutenant Decker no longer teleports characters into the deck of the Flagship, but he will sell the same armor and helmet worn by Cordor Marine NPCs.
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Re: Arelith Updates!

Post by Twohand »

From Twohand

MISC

  • The exterior sewer-like entrance to the Den of Thieves in the Plane of Shadows is no longer locked.
  • Hunting Bags can now carry the following items: Giant's Tooth, Redcap's Tooth, Skull, Tooth, and Ichor.
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Re: Arelith Updates!

Post by DM Starfish »

From Ice

  • Non-Humanoid creatures can no longer be infected by lycanthropy, as per 3.5 rules.
    This means such creatures as Minotaurs, Imps, Rakshasa, Fey are now immune to lycanthropy.
    Planetouched, giants and regular humanoids - including such as gnolls, kobolds and firbolg - are still vulnerable to lycanthropy.
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Re: Arelith Updates!

Post by Kalopsia »

From Kalopsia

HEXBLADE MIGRATION:

Following the full harbinger release, the time to update existing characters has come.

  • During their next login, hexblades will be affected as follows:
    • All characters with hexblade levels will be required to relevel.
    • Characters that started as hexblades will become harbingers. Their ability scores and 1st level feats stay the same.
  • The hexblade class will no longer be available on level-up, and all hexblade items can instead be used by harbingers.
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Re: Arelith Updates!

Post by Sincra »

#From Amnesy
#===========
Fixed Bug where Caster Level for Assassin Improved Invisibility could be capped at 15.

Addition of chat command -dispel options:
pdt - Predator
vco - Vitaes Coronet
aii - Assassin Improved Invisibility
ain - Assassin Invisibility
agv - Assassin Ghost Visage
aev - Assassin Ethereal Visage

From KenC

Fixed bug that removed some harmful spell effects from enemies when dispelling.
-pray can remove Bigby's

From Ice

Misc Fixes

  • Fixed Lunar Lullaby accidentally curing lycanthropy.
  • Fixed a bug that removed ITWF from archer Rangers. However, if they somehow gain the feat before ranger level 9, they will lose it at ranger level 9.
  • Fixed Swashbuckler's Panache not accounting for total int mod value when deciding to use higher of either int or cha
  • Blackguards will now corrupt both mainhand and offhand melee weapons, provided they are carrying a valid offhand weapon

From Sincra:

Dweomercraft Patch 1.1.7 [PGCC as of a reset]

Fixes

  • Display bug where Runic Points would not be correct until item examined.
    • Notably this may have been causing some items to act strange on live for years as it involved old outdated runic systems, make sure you examine items before enchanting.
  • Attack Bonus now shows Point cost in left hand info display when selected.
  • Darkvision is now correctly showing cost.
  • Spell resistance is now correctly showing cost.
  • Vampiric Regen will no longer be incorrectly selectable for ranged weapons.

Description Editor [PGCC as of a reset]

Additions

  • Now checks for ownership tags, to match current system.
    • [name]
    • [all]
    • {faction}
    • Defaults on new items/spawned

Changes

  • [all] tag via NUI now accepts any form of capitalisation/case.
    • [aLl]
    • [All]
    • [aLL]
    • etc

A request:

Please test the above if these are bug reports you made or want to help, sooner these are tested, sooner I can get this in.

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Sincra »

From Sincra:

Dweomercraft Patch 1.1.8 [PGCC as of a reset]

Fixes

  • Unruned items will no longer be classified as T3 Runes when trying to apply new runes.
    • This was introduced in 1.1.7 when fixing the visual bug.
Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by Sincra »

From KenC

Bugfix: Bleeding Wounds should respect subdual.

Irongron wrote:I've literally never used -guard on anyone.
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Re: Arelith Updates!

Post by DM Starfish »

From Starfish with credit to Miqail

New Placeable Appearances

  • Current anvil has been replaced with a more original but shinier version, the current model will be moved to a new appearance as a fixture as soon as I can get around to it
  • Hanging chandeliers in many places have had a facelift
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Re: Arelith Updates!

Post by DM Starfish »

From Kroatius with credit to Miqail

  • The Fixture: Potted Plant has been given a new visual appearance
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Twohand
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Re: Arelith Updates!

Post by Twohand »

From Twohand

GULDORAND

  • The City Port's wrestling pit has been converted into an arena with all the features it entails.
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Re: Arelith Updates!

Post by DM Starfish »

From Starfish:

  • Anvils are no longer made of cardboard
  • Garlic curve is now curvy
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Twohand
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Re: Arelith Updates!

Post by Twohand »

From Twohand

UNDERDARK

  • Updated the exterior area of the Sharps District of Andunor with a visual facelift.
    • Includes two new merchant NPCs and two new shops, one permanent and one temporary.
    • Kudos to haaksi for writing the character descriptions for this update.

FIXES

  • Restored minotaur sitting animations.
  • Fixed two minotaur models that were unable to display shields on their left arm.
  • Fixed the chair sitting animations for one kobold and two goblin models.
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Re: Arelith Updates!

Post by Twohand »

From Ice

Misc:

  • Fixed Harbingers not receiving their spell at level 7, 10, and 13.
  • Fixed Death domain's power Death Mastery failing to even attempt to unalive creatures.
  • Fixed raven totems not adding their lore to scroll lore.
  • Dark Undertow can now (again) affect friendly summoned creatures, harmlessly.
  • Fixed some shadow spells not being breachable; the breach list was also updated for consistency, with shadow spells taking priority just after their regular counterparts.
  • Fixed all curse songs using the Aria's skill debuff scaling instead of the basic bardic rhythm, as intended. My apologies to all fellow bards and dirgesingers.
  • Fixed some issues with the Dirge spell that were causing some odd behavior.
  • Fixed a bug with the Bigby line of spells (all except Interposing) that caused the effect to be much stronger if you were immune to mind effects.
  • Updated the description for all zoo spells and glyph of warding.
  • Fixed the Gift of Devotion also granting the benefits of the Gift of Sailing - this is calculated on login and updated dynamically, so no grandfathering will occur.
  • Dismissal And Banishment:
    -- Fixed a good chunk of the behavior of Dismissal that was not doing anything that it was supposed to.
    -- Updated spell descriptions accordingly.
    -- These spells will no longer affect friendly creatures.
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Re: Arelith Updates!

Post by ActionReplay »

Next reset:

  • Ship status Broadcast (Flag change, changed direction etc) to nearby ships will only be shown if the ship is spotted by the other nearby ships.
  • Cordor should be able to fulfill their trade writs now
  • Parameter added for the -ship command: -ship map to open the NUI map window anywhere on the ship.
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backlands
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Re: Arelith Updates!

Post by backlands »

From the team

Suggestions Reopened with Restructuring

We have decided to re-open the suggestion board on the forums, however we have also restructured some to help us on the development side!

You can find the suggestion, feedback, and bug boards in their own section on the forum now. These are broken into the following subsets:

  • Classes, Spells and Mechanics
  • Art, Tilesets and Areas
  • Websites and Astrolabe
  • The Other Things

Why are we changing this?

In the past we have often found it difficult to keep track of what suggestions or bugs have been handled. We are hoping with some change in this area we can keep track better in the long term, as well as focus discussion around the areas of work of our incredible volunteers.

What about old topics?

Shortly after this post goes up on Discord and the Forums I will move the old topics under "The Other Things". Over time, old topics will be gradually moved to their proper subsection.

For suggestions and bugs, please search for old topics prior to creating a new one in "The Other Things".

What are the rules / guidelines?

For now stick to the rules / guidelines defined in the old boards. In the future new sticky topics will be made by the leads for the various work areas on ideal formats for new topics.

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Re: Arelith Updates!

Post by DM Starfish »

From Aellowyn, next reset:

  • Drow everywhere rejoice for we have piwafwi now!
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Re: Arelith Updates!

Post by DM Starfish »

Also from Aellowyn next reset, fixtures:

Fire Tools: Smithing
CP 20 DC 13

  • 2 Iron Ingot
  • 1 Brass Ingot

Wreath: Herbalism
CP 14 DC 5

  • 3 Lady's Tear
  • 7 Yarrow Leaves
  • 2 Mintspear

Offering Bowl, Meat: Herbalism
CP 6 DC 4

  • 2 Clay
  • 1 Small Meat
  • 1 Medium Meat
  • 1 Large Meat

Offering Bowl, Bread: Herbalism
CP 6 DC 4

  • 2 Clay
  • 5 Bread

Offering Bowl, Veg: Herbalism
CP 6 DC 4

  • 2 Clay
  • 4 Berries
  • 4 Nuts

Offering Bowl, Fruit: Herbalism
CP 6 DC 4

  • 2 Clay
  • 10 Fruit
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Twohand
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Re: Arelith Updates!

Post by Twohand »

From Twohand

BROGENDENSTEIN

  • Added dartboards to the taverns of Brogendenstein: the Hearthhouse Inn and Bighorne Rhek's Brewery.

MISC

  • Shadowmasses in the Plane of Shadows will no longer split into additional shadowmasses when they are destroyed.
  • Renamed the Emerald and Mithral Dweomercraft Basins to Marble and Iron, respectively, to match the new textures added some time ago.
    • The Marble basin is now an Art Crafting recipe.
    • Fixed the missing dweomercrafting VFX for both basins.
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Re: Arelith Updates!

Post by DM Starfish »

From Aellowyn, next reset
Coal Pile: Smithing
CP 2 DC 2

  • 10 Coal
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Re: Arelith Updates!

Post by ActionReplay »

Next reset:

  • All ship speed variables are exposed in the NUI Status window for the speed tooltip. The value is showing the correct speed with all variables taken into account.
  • Updated ship ticks:

1 Tick = 2 rounds (12 seconds)
5 Ticks = 1 Cycle (1 minute)

Ship movement and vicinity checks will be updated every tick (2 rounds) instead of the previous cycle value of per minute.
Other updates like events and weather are still only updating every cycle / per minute as today.

This makes speed variables and conditions more important when travelling through the map. The shorter duration between ticks also makes chasing ships and finding their status more immediate. Should also allow for faster travel across the map.

I'll be monitoring this and see how it performs and will most likely tweak this as we go. Especially for the next ship combat update.

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Re: Arelith Updates!

Post by ActionReplay »

Next reset:

  • Fixed a ship readout bug that would stack messages from ship ticks to be prompted only on cycle updates
  • Fixed a bug with Harbor Defense weapons showing incorrect nearby ships of that port
  • Different bell sounds when encountering NPC vessels
  • Added a Master of Imports (Buys resources from a ship's cargo hold) for Crow's Nest
  • Added a Shipwright and one harbor defense weapon for Guldorand Capital
  • Added one harbor defense weapon for Cordor
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Re: Arelith Updates!

Post by Twohand »

From Twohand

MISC

  • Added a Shovel smithing recipe under the Miscellaneous Large category.
  • Fixed Plantshape Shamblers always having their right arm up.
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